[Freeciv-Dev] Re: can_player_build_air_units_at_all
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--- Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx> wrote:
> Hi,
>
> My air units AI seems to be working now (minor problems left to fix), but
> I need the above function so I can skip all air calculations if they are
> unnecessary. I need your advice here.
> As I see it there are several possibilities:
> 1. The ugly kludge I use:
> player_knows_improvement_tech(pplayer, B_AIRPORT)
> 2. Even worse: hardcoded check for technology with name Flight...
> 3. New variable in game.rtech
There should already be a flying tech in game.rtech.
> 4. New technology flag: "Flying"
>
There is also the option of get_invention
int get_invention(struct player *plr, int tech)
{
if(!tech_exists(tech))
return TECH_UNKNOWN;
return plr->research.inventions[tech];
}
get_invention(plr, advances[i].req[0])==TECH_KNOWN
> Probably the best solution would involve a mix of 3 and 4. Please help me
> out here, I am not very experienced with all these
> flags/ruleset parsing/generalised techs things :((
>
> Best,
> G.
>
>
>
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- [Freeciv-Dev] Re: can_player_build_air_units_at_all,
Raahul Kumar <=
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